It's not just the hotspots, I can't interact with the navmesh to walk either. It seems to detect the navmesh just fine because it does change the cursor icon, however, hotspots and all interactions are not working. The video is quite long, but you …
Hi, sorry for the late reply. It seems that the Pause issue isn't resolved and I don't exactly know why. I created a new menu and set up the basics and removed any possible depency to test this. This issue is sort of outside the scope of this thread…
I apologize for the length of this thread. I just want to ensure the switch occurs without any issues, as I am preparing for the full release. Life would have been much simpler if I had just stuck with Point-and-Click.
This is my setup so far: I ha…
So the script also needs to include enable/disable for the direct navigate when paused and directly navigate during conversations when the controller/variable is enabled/disabled?
Alright. I'll start cleaning the scenes of those event systems. Question about the best set-up for Direct and Point and Click when switching.
Movement Method: Direct
Direct-nav-in-game Menus
Player: Constrain: Cursor Lock: Enabled. (this applies in…
Event System Prefab field (In Menu tab) seems to be set to "None". I've enabled the Debug options but there's nothing pertaining to Event System. I was able to make 1 scene work as intended but I have no idea how. I resolved the issue foun…
The Event System generates at runtime when any given Scene is started. I am using the Old Input System. Active Input handling is set to "Both". Could that be the issue? Would setting it to "Old" fix it?
https://drive.google.com/file/d/1H0a4bX-xz9fKPTKvmgTFlsgu2uYQS2x6/view?usp=sharing < sorry about that, don't know what happened there.
Here's a screenshot of the Inspector for the Event System - https://drive.google.com/file/d/1abRIrSSrt_a6Tq-R…
Hi Chris,
Thanks again for all your help.
Here is a recording of my settings. I tried to incorporate every element you mentioned in your reply.
https://drive.google.com/file/d/1a10ZKzs__d4s5_8zJvOofNhOGilxO3LQ/view?usp=sharing
Sorry about the sy…
Ah, that. Yes, I've done that. The problem seems to be with the system/cursor when you play in direct/controller. For exmaple, in the title screen, the menu is set up to work with direct method, but if I click the mouse once it defocuses everything …
Hi Chris, thanks for replying so quickly. I'm using 6000.0.31f1 Unity and 1.85.3 for AC. How do I do that (playing the game with Direct / Keyboard+Controller enforced). Thank you again.
https://drive.google.com/file/d/1qaQ3BrdVSpfet-CtTqYVEN23wnX-CISc/view?usp=sharing <- Here’s a video of the setup. For some reason, it behaves exactly the same. Could another event or ActionList be interfering with this? I set it up as you sugges…
Hi Chris, I figured I'd need to do something like that but I wanted to be sure. Thank you! Question, do I need to disable it in both Player Contrains and in Engine Cursor?
Hello, sorry for the late reply. That was the missing piece but I'm still unable to get them to spawn even after adding the custom Inventory component. I'll investigate and experiment a bit more and see if I can make it work.
I think I've found the issue. It's not the camera. The objects don't seem to spawn in the scene, even though I've copied all the settings from the combat example. I've no idea what makes the object spawn.
https://drive.google.com/file/d/1eQs_B6MHGLutawKPhiiGDlOPDYJE_CrF/view?usp=sharing <-here's the cam at runtime. The Stack and Environment settings are visible in the video. I've tried overlay too, no luck.
https://drive.google.com/file/d/1KSyx1NZKPlJpAH-KwJMXSBx7b97qDgoR/view?usp=sharing <- here's the set up, nothing seems to work. should there be an output texture added to that field (on the camera)?
For a 2D game. I'm sorry, I always forget to share that bit of info. So the best way to approach this would be to detect the hotspot's collision and then snap to its center?